Cliffy has suggested that he doesn't want respawning in multiplayer - it changes the pace of play and makes cover largely irrelevant. For example, if I know myself and my buddies will respawn in 10 seconds, why fart about ducking and diving? Why not run at the enemy and wear them down?
Ergo, low to no spawn rates. I say low - I'm not sure if anyone has confirmation - but I heard Cliffy was against spawns full stop. However I think 1 minute re-spawns would be suitable, especially if the game type justified it ("Infestation" below).
Now, the question is, what game types does this leave us?
I don't think we can have anything that involves repeated entries to an enemy "base" - any successful attempt into the enemy base would mean the enemy is almost certainly dead - and therefore end of round.
Team Deathmatch has been confirmed, so what else? Do we need to look at CS for inspiration?
Escort; escort a person or object ("escort the women!") from point A to point B. Perhaps the VIP could even be a weaponless player, a la CS.
Bomb the base; Escorting a bomb which needs to be picked up and dropped (and while holding you can't jump into cover?) until you get it to the target in the enemy base. Need multiple entrances to the enemy base to make this viable.
Infestation; NPC controlled or player opposition locusts have burst into a compound you need to liberate. Get in there and exterminate them. Locust players have X lives on SLOW respawn. Respawn with random locust model to encourage the "horde" mentality.
Rescue / Recovery; This time, you have to get to your VIP (someone to rescue or an object) inside the compound back to your start point - or kill all the locust on the way.
Post your ideas here!